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internal/ui: add sleep for an environment where vsync doesn't work
Updates #2952
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parent
50f0a8343c
commit
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@ -70,7 +70,14 @@ func newContext(game Game) *context {
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func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
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needsSwapBuffers, err := c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
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if err != nil {
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return err
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}
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if err := c.swapBuffersOrWait(needsSwapBuffers, graphicsDriver, ui.FPSMode() == FPSModeVsyncOn); err != nil {
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return err
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}
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return nil
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}
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func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
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@ -81,63 +88,50 @@ func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsi
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n = 2
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}
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for i := 0; i < n; i++ {
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if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true); err != nil {
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needsSwapBuffers, err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true)
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if err != nil {
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return err
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}
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if err := c.swapBuffersOrWait(needsSwapBuffers, graphicsDriver, ui.FPSMode() == FPSModeVsyncOn); err != nil {
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return err
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}
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}
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return nil
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}
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (err error) {
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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (needsSwapBuffers bool, err error) {
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// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
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// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
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if outsideWidth == 0 || outsideHeight == 0 {
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return nil
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return false, nil
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}
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debug.FrameLogf("----\n")
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var needSwapBuffers bool
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if err := atlas.BeginFrame(graphicsDriver); err != nil {
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return err
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return false, err
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}
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defer func() {
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if err1 := atlas.EndFrame(); err1 != nil && err == nil {
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needsSwapBuffers = false
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err = err1
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return
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}
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if needSwapBuffers {
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if err1 := atlas.SwapBuffers(graphicsDriver); err1 != nil && err == nil {
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err = err1
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return
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}
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} else {
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now := time.Now()
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defer func() {
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c.lastSwapBufferTime = now
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}()
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if delta := time.Second/60 - now.Sub(c.lastSwapBufferTime); delta > 0 {
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// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
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time.Sleep(delta)
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}
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}
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}()
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// Flush deferred functions, like reading pixels from GPU.
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if err := c.processFuncsInFrame(ui); err != nil {
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return err
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return false, err
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}
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
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return nil
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return false, nil
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}
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// Update the input state after the layout is updated as a cursor position is affected by the layout.
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if err := ui.updateInputState(); err != nil {
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return err
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return false, err
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}
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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@ -155,15 +149,15 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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})
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if err := hook.RunBeforeUpdateHooks(); err != nil {
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return err
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return false, err
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}
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if err := c.game.Update(); err != nil {
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return err
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return false, err
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}
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// Catch the error that happened at (*Image).At.
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if err := ui.error(); err != nil {
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return err
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return false, err
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}
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ui.tick.Add(1)
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@ -172,13 +166,39 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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// Update window icons during a frame, since an icon might be *ebiten.Image and
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// getting pixels from it needs to be in a frame (#1468).
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if err := ui.updateIconIfNeeded(); err != nil {
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return err
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return false, err
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}
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// Draw the game.
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needSwapBuffers, err = c.drawGame(graphicsDriver, ui, forceDraw)
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if err != nil {
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return err
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return c.drawGame(graphicsDriver, ui, forceDraw)
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}
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func (c *context) swapBuffersOrWait(needsSwapBuffers bool, graphicsDriver graphicsdriver.Graphics, vsyncEnabled bool) error {
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now := time.Now()
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defer func() {
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c.lastSwapBufferTime = now
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}()
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if needsSwapBuffers {
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if err := atlas.SwapBuffers(graphicsDriver); err != nil {
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return err
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}
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}
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var waitTime time.Duration
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if !needsSwapBuffers {
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// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
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waitTime = time.Second / 60
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} else if vsyncEnabled {
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// In some environments, e.g. Linux on Parallels, SwapBuffers doesn't wait for the vsync (#2952).
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// In the case when the display has high refresh rates like 240 [Hz], the wait time should be small.
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waitTime = time.Millisecond
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}
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if waitTime > 0 {
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if delta := waitTime - now.Sub(c.lastSwapBufferTime); delta > 0 {
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println(waitTime.String(), now.Sub(c.lastSwapBufferTime).String())
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time.Sleep(delta)
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}
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}
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return nil
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